Welcome to the official 5.2 patch notes! With a lot of our 2015 changes in the process of settling down, we realized we could finally tackle some longer-standing design challenges of the game.
Like Deathfire Grasp (there it is).
We'll get into the gritty details soon (well, immediately after this foreword), but the short of it is that DFG has always been a tough item to balance around and, like Lich Bane, we finally realized if we wanted to have healthy mage assassins in the game, we needed to tackle the problem at its source. Ultimately we came to the decision to remove DFG completely (remember, read the context for more information!), but this also frees us up to give cool things for champions who've been shackled by their reliance on the item (or by our fear of them picking one up).
On 01/28/2015, starting at 01:30 PST, ranked queues will be disabled in preparation for patch 5.2. At 03:00 PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
On 28/01/2015, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 5.2. At 05:00 GMT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
Riot, does reporting for intentional feeding, assisting enemy and refuse to communicate do anything at all?
Our reporting system lacks a direct feedback component which lets players know when action ends up being taken on people they've reported. I think this could be improved in the future. But reports matter whether you see the results or not.
With that said! Over the years we've added to our PB systems behind the scenes and player reporting is really just one component of many that help us determine where intervention might be needed.
Welcome to the first patch of the year, which also makes it the first official patch of the 2015 season! While the preseason is transforming into the regular season with this patch, this doesn't mean we're done with everything thus far. In reality, the point of the preseason is for us to monitor and quash any potential "Black Cleaver" situations where singular items, champions, or strategies come to dominate the scene in unique ways. In this way, we're pretty happy with the stability of our preseason changes, so we're rolling out a few last treats (BASE GATES! VOID GATES!) to kick off the new year.
So what can you expect in patch 5.1? Well, aside from the start of the 2015 ranked season, the theme of this patch is on Jungle diversity and following up on the preseason. In terms of jungle diversity, while we haven't put all of the junglers front and center on the champion change list (we thought about it, but have stuck with alphabetical order), you can see a number of small buffs for the ones struggling along. So for this patch, check out the small changes to Elise, Evelynn, Hecarim, Nautilus, along with some new changes to Smite (two charges baby!) and a few tiny gold upgrades.
Let’s talk Trist! Originally released a megling champion before uh... they all went away... we’re solidifying Tristana as a yordle while giving her a new model, textures, voicework, ability effects and some targeted kit changes. Yep. Kit changes. Along with number tweaks, Tristana’s E active has gone to join the Heart of Gold and Philo Stone in ye warehouse of olde eqyppmente, and she now has a completely new way to shoot, explode, etc her opponents. Here’s how it works.
On 01/14/2015, starting at 01:30 PST, ranked queues will be disabled in preparation for patch 5.1. At 03:00 PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 3 hours.
On 14/01/2015, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 5.1. At 05:00 GMT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 3 hours.
This is a totally unprompted thread where I thought I could answer whatever questions about new champion or champion update designs. I'll come back to the thread and post answers to a bunch of questions up into this OP.
Because this is the first time I'm trying this, let's do a broad and obvious topic - Champ Design (including reworks). The type of question that would be fitting here is like "how do you determine which skills to keep when you rework a character?" or "what makes a good character passive in your opinion?"
Stay on topic (sorry I don't work on URF so DONT ASK LOL) and I'll try to answer as many questions as I can.
There are so many Old veteran champions here on league that feel like they have been abandoned, forgotten, lost. Yet we still see new releases, new content updates, big changes like the new Rift, New Jungle, new champions. [...]
Hey Sinwrath, we totally feel like you do in terms of how much we need to (and want to) update our old champs. The potential of these characters to be awesome is really high. Just in terms of designers on the champion update team, this year we are growing from 4 to 6, and at the same time I think (hope) we're getting better at what we do.
We don't have any set timelines like "expect 1 update a patch," but we will release as many high quality updates as we can this year (both big and small). We are in progress on a bunch of the champs you have listed above, and the work is looking very promising so far.
That said, we don't have any plans to slow down new champion releases. IMO new champs are part of the lifeblood of what keeps League fresh and evolving.
So is there ever any problem with letting Zac pick up his globs with his Q? [...] ------------------- I'd feel like it'd make him a problem child in top lane again, since it gives him good poke and easier access to his sustain again, and at the same time.
Mostly this come scenario comes to mind. This would most likely cause problems in laning scenarios rather than a jungle scenario.
This change shifts Q from being a ranged harass pattern that has a cost to a ranged harass pattern with a negative cost. As you can simply punch someone from range and scoop up more health than you paid in the process. You've effectively made AoE Dmg Vlad Transfusion ... with a Slow. Judging by the number of complaints I see about free ranged harass being OP/frustrating in top lane shifting Zac into that pattern seems really dangerous.
Nice question, got curious myself and had a quick look at the spell's files. The actual range is 550, though the range display indicator is indeed set to 540. At a guess during Darius' development or balancing someone decided to test out a slight range drop, realized it didn't do what they'd hoped and reverted the change, without reverting the display indicator change.
So I have a question for you. Out of curiosity, what was the reason for not changing masteries for Season 5?? Too busy with other changes, or just that the masteries are still good for another season or two, or what??
Few reasons, on the value side updating the trees has increasingly less value each time we do it. Not saying there isn't value but it gets more and more into small scale numbers tuning (or in mastery cases REALLY small numbers tuning) and less about solving largescale problem. This isn't terrible surprising as when we approached them initially in Season 2 it was a pretty substantial overhaul, the S3 and S4 updates while certainly improvements were more on the lighter tuning side of things.
In addition, the cost of doing this adjustment is really high. We need to wipe all players mastery pages each time we do an update beyond a very simple balancing change which based on a lot of player feedback is something people don't want to go through unless there are really substantial gains.